A Framework to Study Human-AI Collaborative Design Space Exploration

2021 ◽  
Author(s):  
Antoni Viros-i-Martin ◽  
Daniel Selva

Abstract This paper presents a framework to describe and explain human-machine collaborative design focusing on Design Space Exploration (DSE), which is a popular method used in the early design of complex systems with roots in the well-known design as exploration paradigm. The human designer and a cognitive design assistant are both modeled as intelligent agents, with an internal state (e.g., motivation, cognitive workload), a knowledge state (separated in domain, design process, and problem specific knowledge), an estimated state of the world (i.e., status of the design task) and of the other agent, a hierarchy of goals (short-term and long-term, design and learning goals) and a set of long-term attributes (e.g., Kirton’s Adaption-Innovation inventory style, risk aversion). The framework emphasizes the relation between design goals and learning goals in DSE, as previously highlighted in the literature (e.g., Concept-Knowledge theory, LinD model) and builds upon the theory of common ground from human-computer interaction (e.g., shared goals, plans, attention) as a building block to develop successful assistants and interactions. Recent studies in human-AI collaborative DSE are reviewed from the lens of the proposed framework, and some new research questions are identified. This framework can help advance the theory of human-AI collaborative design by helping design researchers build promising hypotheses, and design studies to test these hypotheses that consider most relevant factors.

Author(s):  
Hyunseung Bang ◽  
Daniel Selva

Abstract While there exist various knowledge discovery tools to support designers’ learning during design space exploration, there is no established definition of what is expected to be learned and how it should be measured. Measuring learning is important, as it enables assessing and comparing different knowledge discovery methods. In this paper, we review the major categories of learning goals that are introduced in the field of education. Then, 7 different measures are developed to target specific learning goals relevant to design space exploration. Different learning goals are targeted by modifying the domain of the knowledge that is tested by each measure, and the specific task that the user is asked to perform. A human-subject experiment is conducted to measure how these metrics are related. Specifically, the consistency and correlations between different combinations of the measures are examined. Based on the observations made in this study, we discuss the implications and issues for future usage.


2021 ◽  
Author(s):  
Ashish M. Chaudhari ◽  
Roshan Suresh Kumar ◽  
Daniel Selva

Abstract Design space exploration (DSE) is an important knowledge discovery process in the early design phase of complex systems. The outcomes of this process generally include the performance of the designs generated and designer learning. The latter broadly refers to the designer’s knowledge of the mapping between the design space and the objective space. Despite the integration of visual and data analytics in DSE, there is a lack of emphasis on a human designer’s learning as a basis for increasing the effectiveness of DSE. To address this gap, we investigate the use of goal-setting as a motivating factor to improve DSE outcomes. Previous research suggests that the goal of designing (i.e., finding good designs) and the goal of learning (i.e., learning useful knowledge) are inextricably interlinked. We test the hypothesis that giving designers an explicit goal of learning vs an explicit goal of designing generates different learning and performance outcomes, despite the two goals being interlinked. To this hypothesis, we conduct a between-subject experiment in which participants (N = 14) use a DSE tool to explore mechanical metamaterial designs. Subjects in the first conditions are incentivized to maximize the number of correct answers in learning tests administered after using the tool. Subjects in the second condition are incentivized to maximize the performance of designs they generate. The results show that the subjects with the goal of learning perform better on the learning tests, with a large but mildly significant effect. Whereas, the subjects with the designing goal generate better design performance, with a small but significant effect. This study suggests that there may exist a trade-off between the designing and learning goals, despite their interconnections, and designers can target one at the expense of the other through goal-setting.


Author(s):  
Adrian G. Caburnay ◽  
Jonathan Gabriel S.A. Reyes ◽  
Anastacia P. Ballesil-Alvarez ◽  
Maria Theresa G. de Leon ◽  
John Richard E. Hizon ◽  
...  

2019 ◽  
Vol 18 (5s) ◽  
pp. 1-22 ◽  
Author(s):  
Daniel D. Fong ◽  
Vivek J. Srinivasan ◽  
Kourosh Vali ◽  
Soheil Ghiasi

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